Fifty weapons. You need five.

The game has over fifty weapons, but five are decisive. The rest are variants or occasional novelties. This explains what is genuinely worth buying and why.

Weapon comparison

Click a column heading to sort

Where the figures come from

Values come from the bars shown by the game in shops and garages.

The bars are not actual measured performance. Rockstar simplifies them, and some vehicles feel different from their displayed values. Use them as a rough in-game comparison.

Check every value yourself: vehicles at Los Santos Customs and weapons at Ammu-Nation. The displayed bars are the values listed here.

DamageFire rateAccuracyRange
Comparison of GTA V weapons by damage, fire rate, accuracy and range
Category
RPGHeavy weapon10085070
Sniper RifleSniper rifle90109095
Pump ShotgunShotgun68252015
Carbine RifleAssault rifle40606060
Assault RifleAssault rifle40554045
Combat PistolPistol27454535
Micro SMGSubmachine gun22753025

Values range from 0 to 100, following the in-game displays.

Carbine Rifle

Assault rifle

The most balanced weapon. If buying only one, choose this.

Assault Rifle

Assault rifle

Cheaper and available earlier than the Carbine, with lower medium-range accuracy.

Micro SMG

Submachine gun

The only practical weapon for firing from a car, making it more useful than a rifle during pursuits.

Pump Shotgun

Shotgun

Drops an enemy with one shot indoors but is nearly useless several metres away.

Sniper Rifle

Sniper rifle

Needed in roughly three missions. At close range, reloading takes too long.

Combat Pistol

Pistol

A sidearm that lasts the whole game. Costlier pistols add too little value.

RPG

Heavy weapon

Keep it for helicopters at higher wanted levels; otherwise it is unnecessary.

Seven categories and their uses

Based on when you genuinely need them

GTA V weapon categories, their roles and our recommendation
CategoryRoleStrengthWeakness
PistolsSidearmQuick to draw and available from the startSmall magazine and weak at range
Submachine gunsClose range and vehicle useThe only practical choice when firing from a carSpread at longer range
Assault riflesPrimary weapon for most missionsVersatile at short and medium rangeAwkward in confined spaces
ShotgunsConfined spacesDrops an enemy with one shot at close rangeNearly ineffective several metres away
Sniper riflesSpecific missionsA reliable long-range hitReloading is fatal at close range
Heavy weaponsHelicopters and armoured vehiclesDestroys targets other weapons cannot penetrateSlow, expensive ammunition and dangerous nearby
Melee weapons and grenadesSupplementaryGrenades and explosives are required in some missionsMelee weapons cannot compete with firearms
Can wait

Pistols

The Combat Pistol lasts the whole game. Costlier variants add too little value.

Worth buying

Submachine guns

The Micro SMG is cheap and invaluable in pursuits. The Assault SMG is better, but not decisively.

Buy immediately

Assault rifles

The Carbine Rifle has the best balance of accuracy and fire rate. If buying one weapon, choose it.

Situational

Shotguns

The Pump Shotgun is sufficient. The Assault Shotgun is faster but consumes ammunition rapidly.

Situational

Sniper rifles

The Sniper Rifle is needed in roughly three missions. A costlier version is unnecessary.

Situational

Heavy weapons

Keep an RPG for helicopters at higher wanted levels. Otherwise it is unnecessary.

Situational

Melee weapons and grenades

Carry grenades and Sticky Bombs. Explosives are indispensable in heists and for destroying vehicles.

Upgrades worth buying

Ordered by usefulness

Ammu-Nation can modify weapons. Not every upgrade is useful, and one makes the game considerably easier.

  1. 1

    Extended magazine

    Doubles the rounds available before reloading.

    Is it worth it? Always buy it. Reloading during a firefight is the most common cause of death.

  2. 2

    Scope / reflex sight

    More accurate aiming at medium range.

    Is it worth it? Useful on assault rifles, not submachine guns used at close range.

  3. 3

    Grip

    Reduces spread during long bursts.

    Is it worth it? Useful on weapons fired continuously.

  4. 3

    High-impact ammunition

    Higher damage, available for some weapons.

    Is it worth it? Useful if affordable; the difference is apparent against armoured enemies.

  5. 4

    Suppressor

    Quieter shot with slightly lower damage.

    Is it worth it? Only useful for quiet heist approaches; otherwise unnecessary.

  6. 5

    Flashlight

    Illuminates a target in darkness.

    Is it worth it? Almost never useful, and it also reveals your position.

Five things the game does not explain

Use the special ability before buying a better weapon

Michael's aiming slow motion makes an ordinary pistol more effective than an expensive rifle without it. Learn the ability before spending at Ammu-Nation.

Buy ammunition before leaving

Refill every weapon before a major mission. Shops are unavailable in a firefight and fallen enemies provide few rounds.

Sticky Bombs deal with vehicles

One explosive destroys a car full of enemies. Firearms require half a magazine and expose you to return fire.

Weapons are not shared between characters

Each character has separate equipment. A weapon bought for Michael is unavailable to Trevor, and switching gives no warning.

Buy armour before the mission

Purchase armour at Ammu-Nation before starting. It is unavailable during the mission and makes a decisive survival difference.

Where it all comes into use

In the heists. Your crew and approach determine whether the quiet route is sufficient or you need full equipment.

Sources for this page